aghostone

aghostone

Joined Member # 3092374
4 Posts 13 Replies 131 Reputation

Just watched a replay. 2 players quit/surrendered, only 1 opponent left. Changed to their point of view, they had 1 ship, a scout, 0 capital ships, 0 planets, 0 colonizers, game kept going until they quit. I triple checked. Seems kind of queer that they can stay in the game with 1 ship. They parked it on the sun.

16 Replies 8,960 Views

I noticed that I didn't need to complete both points in Returning Armada for ships to start showing up. I thought it was a fluke, but double checked and as my 2nd point in RA was 1/2 complete, I'd already had a phase gate up with enough anti-matter and it was bringing in ships. What's the point of putting a 2nd point in the RA tech then?

3 Replies 2,730 Views

[quote]As TEC, early-mid game, a single Kol with two Hanger bays can hold it's own against a mucg larger force. I just played a 2V2 with comps, was attacking one and the other attacked one of my core worlds, since I had a Kol close I sent it in, it held off A Dunov, another Kol, 20-30 Percheons, and 15 LRM's with only the help of three repair bays (6 Tac slots to hold off an entire fleet)[/quote] If you're up against anyone with half a brain, they A. Focus fire their entire fleet on eac

15 Replies 5,670 Views

[quote]It also helps take advantage of any noobishness in the attacker's strategy because it forces them to make more informed choices about what the order of attack should be. It helps reveal any weakness in their knowledge of the game.[/quote] This is a great point.

15 Replies 5,670 Views

I think it's highly situational, and often not a winning strategy. The old axiom that a good offense is better than a good defense also applies to Sins. If you turn auto-placement off, clump your structures together, and have an opponent coming to attack you, a few well placed turets can help hold them off for a while, so that you can get your fleet together and come and defend your planet. I think going defense early on is a mistake. Resources spent on a good number of gauss

15 Replies 5,670 Views

For ships to move between vasari planets, you need 1 phase gate on each planet. You don't need to click on the gate or anything. Simply grab your fleet, and click the planet (with the phase gate) you want to move them to, and they will fly between planets automatically.

1 Replies 12,049 Views

[quote]So in order to beat RA you have to destroy their phase stabilizers and civic centers?[/quote] In order to beat RA, you need to scout your Vasari opponents, and if they are going RA, stop them. If they tech all the way, start building gates, and have a little time to get a fleet going, it's too late.

24 Replies 52,573 Views

Some of the info hasn't been presented very clearly. Once you've researched Returning Armada, you get 4 to 5 ships (Heavy cruisers, carriers, long range etc) PER phase stabilizer. So 2 phase stabilizer's = 10ish ships every 5 minutes. 5 gates = 25ish ships every 5 minutes. FOR FREE. There is NO COST for these ships. You don't need 10 planets, you don't need 20 gates. I went RA with 4 planets, and built 9 gates. My opponents didn't scout, so when th

24 Replies 52,573 Views

Gus, that doesn't seem right. If you lose enough Civic labs so that Returning Armada tech is no longer available to you, you won't get any more ships. That's how it is with every other tech.... I went RA today in a 3v3 online. 30 minutes later, RA was researched and I was building gates. When I had 6 gates up, 2 opponents came after me. They lost and it was game over. If you don't scout Vasari and hit him before he's got a bunch of gates up, it will be extremely difficult

24 Replies 52,573 Views

There are a couple of factors that inhibit guerilla or hit and run tactics. First, it takes a while to kill things. So if you show up with a smallish fleet, it can take a while to kill resource harvesters etc. Second, it takes a while to travel between planets which doesn't make it easy to hit and run to anything as too much time is wasted. While unconventional tactics have their place, I don't think it's always tactically advantageous to do so.

13 Replies 6,828 Views

In the Advent tree, there is something called "Divination" that says: Build rate increase 40% Cost Decrease 25% The description below reads "Scryers become more effective at searching planets allowing relics and bonuses to be found more quickly and cheaply" So what does this tech actually do? Does it reduce all costs and increase all build rates? Or only those tied in with planet exploration? Another Advent tree item is "Communal Labor" It says "Assembly drones build

1 Replies 2,485 Views

I can't think of the last time I saw anyone use Cielo's Command Cruisers. Any thoughts on this unit?

3 Replies 3,607 Views

Raging Amish has it right. The different between aquiring planets with a colonizer Cap ship versus a colonizer frigate is significant. I went Kol, and colony frigate for a long while, and switched over to the Akkan and the difference is quite a bit. 1st, the fact that the colony frigate loses 90 antimater per jump is a pain in the ass. 2nd, less fleet management required with a Cap ship. If you leave the colony ship 2 jumps behind, it has significant downtime before

89 Replies 43,028 Views